168 lines
4.5 KiB
C++
168 lines
4.5 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Quake 2 Engine/Sin/code/game/worldspawn.h $
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// $Revision:: 21 $
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// $Author:: Jimdose $
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// $Date:: 10/27/98 5:43a $
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//
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// Copyright (C) 1997 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source is may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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// $Log:: /Quake 2 Engine/Sin/code/game/worldspawn.h $
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//
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// 21 10/27/98 5:43a Jimdose
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// World wasn't calling Entity::Archive or Unarchive!
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// Added FreeTargetList
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//
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// 20 10/25/98 11:53p Jimdose
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// added EXPORT_TEMPLATE
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//
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// 19 10/10/98 1:34a Jimdose
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// moved LoadAndExecScript to g_utils as G_LoadAndExecScript
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//
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// 18 9/21/98 4:21p Markd
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// Put in archive functions and rewrote all archive routines
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//
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// 17 9/20/98 8:57p Jimdose
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// Instanciated SafePtr for World.
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//
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// 16 9/02/98 7:49p Aldie
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// Added support for multiple global scripts
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//
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// 15 8/17/98 4:36p Markd
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// Added skipthread
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//
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// 14 8/08/98 7:52p Jimdose
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// changed realWorld to world
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//
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// 13 5/26/98 4:20p Markd
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// Added TargetList stuff
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//
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// 12 5/04/98 8:32p Markd
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// Removed Setlightstyle stuff
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//
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// 11 5/04/98 12:28p Markd
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// Moved lightstyles to global.scr
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//
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// 10 5/01/98 5:06p Jimdose
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// Moved definition of world * to g_local.h so that it can be used more
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// generally
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//
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// 9 3/23/98 1:33p Jimdose
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// Revamped event and command system
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//
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// 8 3/02/98 8:49p Jimdose
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// Changed CLASS_PROTOTYPE to only take the classname
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//
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// 7 2/06/98 5:48p Jimdose
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// Moved sined header to .cpp file.
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// Prepended "maps/" to script file name
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//
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// 6 2/03/98 10:56a Jimdose
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// Updated to work with Quake 2 engine
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// Moved initialization to constructor and removed Init function
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// Removed precache stuff (it was all out of date anyway).
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//
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// 4 11/10/97 8:38p Jimdose
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// Removed getMapTitle. Map name is now stored in netname.
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// Made StartFrame get called indirectly through EVENT_PRETHINK.
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// Added event function.
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//
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// 3 10/27/97 2:59p Jimdose
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// Removed dependency on quakedef.h
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//
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// 2 9/26/97 6:14p Jimdose
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// Added standard Ritual headers
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//
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// DESCRIPTION:
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// Base class for worldspawn objects. This should be subclassed whenever
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// a DLL has new game behaviour that needs to be initialized before any other
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// entities are created, or before any entity thinks each frame. Also controls
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// spawning of clients.
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//
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#ifndef __WORLDSPAWN_H__
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#define __WORLDSPAWN_H__
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#include "entity.h"
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#ifdef EXPORT_TEMPLATE
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template class EXPORT_FROM_DLL Container<Entity *>;
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#endif
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class EXPORT_FROM_DLL TargetList : public Class
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{
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public:
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CLASS_PROTOTYPE( TargetList );
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Container<Entity *> list;
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str targetname;
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TargetList();
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TargetList( str &tname );
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~TargetList();
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void AddEntity( Entity * ent );
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void RemoveEntity( Entity * ent );
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Entity *GetNextEntity( Entity * ent );
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};
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#ifdef EXPORT_TEMPLATE
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template class EXPORT_FROM_DLL Container<TargetList *>;
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#endif
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class EXPORT_FROM_DLL World : public Entity
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{
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private:
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Container<TargetList *> targetList;
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public:
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CLASS_PROTOTYPE( World );
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World();
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~World();
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str skipthread;
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void FreeTargetList( void );
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TargetList *GetTargetList( str &targetname );
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void AddTargetEntity( str &targetname, Entity * ent );
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void RemoveTargetEntity( str &targetname, Entity * ent );
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Entity *GetNextEntity( str &targetname, Entity * ent );
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virtual void Archive( Archiver &arc );
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virtual void Unarchive( Archiver &arc );
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};
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inline EXPORT_FROM_DLL void World::Archive
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(
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Archiver &arc
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)
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{
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Entity::Archive( arc );
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arc.WriteString( skipthread );
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}
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inline EXPORT_FROM_DLL void World::Unarchive
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(
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Archiver &arc
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)
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{
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FreeTargetList();
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Entity::Unarchive( arc );
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skipthread = arc.ReadString();
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}
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#ifdef EXPORT_TEMPLATE
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template class EXPORT_FROM_DLL SafePtr<World>;
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#endif
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typedef SafePtr<World> WorldPtr;
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extern WorldPtr world;
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#endif /* worldspawn.h */
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